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Ketatrypt

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  1. I figured it out - it was mechjeb... dunno why I even had that installed.. Hope deleting mechjeb hasn't broken anything else lol
  2. I am having an issue with RCS, and engines with RemoteTech. RCS, and engine throttle ignore the signal, both connection, and delay. I can control both without any signal to the probe. When googling, I found an older issue from 2016, and not sure if the issue has been fixed yet or not? I am using RT 1.8.6, on KSP 1.2.2, with RP-0 installed. Am I doing something wrong, or is the original bug still present? if its me, what can I do to fix such issues? Thanks!
  3. As Spricigo said, the terrier is a space-engine. If you are just trying to get off the ground and have enough thrust once airborne, just strap on a couple SRB's on the wingtips (with radial decouplers ofc), and make your plane a RATO (Rocket assisted takeoff). Once you are in the air, you can ditch them, maybe add some parachutes for recovery. They are cheaper, provide more thrust, and don't weigh your plane down once in the air.
  4. Is there electric charge? I would try undocking in both ships, ive sometimes found that the ship I wanted to undock couldn't, but I could 'undock' the station from the ship.. If those don't work, might want to post a pic..
  5. Personally, for the most accurate trajectories (especially for longer burns) I like to keep the maneuver node on the prograde/retrograde marker. That way its easy to compensate for the local gravity fields, and all in all, seems to be the most reliable way to make accurate burns. This means at the start of the burn, I am generally start with my nose slightly below the manouver node, and even further below the horizon, and as the burn progresses, and I pass thru perapsis, this flips to being slightly nose high, while fighting gravity as I climb towards the moon or whatever. Its definitely not as efficient as a pure prograde burn, but its much more accurate, and the 1-2% more dv it takes pays off by not having to do any sort of mid course corrections.
  6. If you right click the docking port of the vehicle your docking with, and click set as target, then do the same with docking port on your craft, and click control from here. This will line up the indicators for precise close-in control. And also, you can hit the caps lock key for a more fine control of your rcs thrusters, so you can go nice and slow.. helps with stability imho, especially if your center of mass is not perfect. gives more time for rcs and reaction wheels to compensate each other.
  7. Hmm, yea that was one of the things I tried and it as a no go.. Which version of scatterer do you use? Do you still have the configs kicking around? If you do could you post the contents of planetlist.cfg and config.cfg? Or even better, if you could upload the entire scatterer folder I would be very thankful. The folder hierarchy of the one that I have looks suspicious. (scatterer version 0.0255)... What I mean by looking suspicious, is that the earth and mars folder from this mod (RVE) are in scattterer/config, rather then being in scatterer/config/planets. I tried also copying them to the planets folder, but no luck there iether. Would be nice just to move over a known working copy just to see if it works, or maybe its an incompatibility on my end. Thanks! Edit - I got it!! RVE is not compatible with the latest version of scatterer (0.0255). Even though 0.0255 is compatible with kerbal 1.1.3, its not compatible with this, and was causing it not to work. Use scatterer version 0.0247, and change the config line to earth = earth. Explains the file hierarchy mismatch, because it seems 0.0255 version of scatterer is quite different from 0.0247 Still some artifacting to figure out, but its working now at least thanks
  8. May I ask how you fixed the issue you had? I am having the same issue. (for 1.1.3) Scatterer not fully working, but clouds and stuff work great. Tried a bunch of different things, but can't get them both working at the same time. Would love to know a fix Thanks
  9. Thanks. Yea, I was looking at that, as the idea seemed interesting, but I don't think its compatible with 1.1.3? or maybe its conflicts with rp0.. anyhow, I briefly tried it, but couldn't get it working. also, I think your right, I don't see it mentioning any sort of effects on unloaded vehicles.. Which is what I am really looking for. It seems awfully cheaty for e-drain to stop, just because your messing with another ship. Unmanned probes its somewhat excusable, because I can pretend its hibernating, but I don't have that luxury with crewed pods. Can't just turn off life support systems IRL.. (At least without severe consequences lol)
  10. Absolutely agree. Just way to many points of failure to be realistic. It would be much more efficient to just use the same area and make a few straight runaways. A curved runway would be particularly challenging to program navigation around. By nature, a circle has an infinite amount of vertices. Even if you were to break it down into 1/2 degree increments (which is a very wide angle in context of aircraft navigation) that would mean that the runway would need over 700 different radio beacons, and someone (or something) would have to change the nav modes as they passed by (about 1 beacon for every 130m of runway, or, at a landing speed of 300km/h, one beacon every second and a half.. If even 1 beacon were to fail, the plane would likely careen off the runway) Even with 2017 tech we have issues with predicting localized weather phenomena that may interfere with the conventional straight in glideslope. Add those complications in with the complications that come with landing on a curved slope, where the inside wing will be prone to stalling.. Just no thanks. There is just not enough built in failsafe. If you mess up on this sort of runway, its a huge messup. Even something as simple as a blown tire would be hugely amplified on a curved/sloped runway.
  11. I am playing a modded RSS/RP-0 playthru, and I am looking for something that makes batteries drain when the vessel isn't loaded. I was using background processing for it up until a couple days ago, but I dropped it because I ran into a known problem when crossing into a solar SOI. (it basically crashes the game, check the backgroundProcessing thread if you think you might know a fix) I have heard kerbalism also simulates batteries, but as far as I can see, its not compatible with RSS/RP-0, nor does it seem compatible with TAC life support. So, I am just looking for a mod that simulates battery drain (and possible recharge) without anything else tacked on. Anything out there taht fits this bill? Thanks!
  12. Is this the fix for leaving the SOI? (specifically for 1.1.3) Would you be able to upload the compiled fixed version? I really love the mod but the SOI bug is killer Thanks
  13. hey reserecting this post because I have started getting this error. I am playing RSS with reccomended mods + a few others, in KSP 1.1.3 and I get this error when I leave Earths SOI. The crafts were built with stock parts included in RP-0. I have tried 2 different crafts. I think there was a craft that left the SOI a while before, but it didn't have any effect. I am not exactly sure of the timeline for the mods I have installed, but most were installed with ckan. KSP: 1.1.3 (Win64) - Unity: 5.2.4f1 - OS: Windows 10 (10.0.0) 64bit Toolbar - 1.7.12 USI Tools - 0.7.4 Advanced Jet Engine - 2.7.2 B9 Animation Modules - 1.0.3 B9 Part Switch - 1.4.3 B9 Aerospace - 6.1.2 B9 Aerospace - 6.1.2 B9 Aerospace Procedural Parts - 0.40.7 Community Resource Pack - 0.5.4 Connected Living Space - 1.2.3 Contract Configurator - 1.19 CustomBarnKit - 1.1.9 Deadly Reentry - 7.4.7 Easy Vessel Switch - 1.0.3 Ferram Aerospace Research - 0.15.7.2 Firespitter - 7.3 RasterPropMonitor - 0.27.1 KAS - 0.5.9 Kerbal Construction Time - 1.3.4 Kerbal Engineer Redux - 1.1.1 Kerbal Joint Reinforcement - 3.2 KIS - 1.2.12 KSP-AVC Plugin - 1.1.6.1 MagiCore - 1.1.2 ModularFlightIntegrator - 1.1.6 Procedural Parts - 1.2.5 RCS Build Aid - 0.8.1 RealChute - 1.4.1.1 RealismOverhaul - 11.3.2 RealSolarSystem - 11.4 ReentryParticleEffect - 1.1 RemoteTech - 1.7.2 SCANsat - 1.1.6.6 Ship Manifest - 5.1.2.2 SolverEngines - 2.3 TestFlight - 1.7.1 TextureReplacer - 2.4.13 TAC Life Support - 0.12.4 Transfer Window Planner - 1.5.1 USI Core - 0.2.4 Kolonization Core - 0.2.4 Konstruction - 0.1 UKS - 0.40.4 VenStockRevamp - 1.9.5 Kinda new to modding, but I have really been enjoying the rp0 playtru so far would hate to have to end it now
  14. Which settings might you think are interfering? I have basically everything on max, and nothing that I can think of has changed from when they were working? And why would it be that they are only showing up on small, concentrated sections? would they not just be completely disabled?
  15. I am having issues with the terrain scatter issue. Only small rectangular sections of terrain will show trees/rocks. Like this: This is a newish problem that I have had since I updated (complete clean reinstall) to 1622. Same issue is happening on all the planets/moons, and no matter the settings I change, its always the same places that have the scatters. (except when disabled obviously) Any ideas how I can get them to be more uniform? Thanks!
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